Turn 103 - 300BC
The barb Axeman outside of Hamburger moves closer to our copper mine. Our now healed (1xp) Axeman moves into position to defend the mine. The barb should attack on the IBT and die. We have a +25% hill defense bonus, plus another +25% for the barb attacking across a river.
The barb at TC decided to pillage our road rather than die. Our Warrior just fortifies. I'd rather defend in this situation.
We never answered Whomp's question about dropping off that Warrior atop the Goody Hut. I decided against it, because we would only have even odds against that barb.
But, then, look what our venturing Galley should spy! Is it possible that this might be that much fabled second isthmus?
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Balderdash -> I didn't get any feedback on the builds, so I just started Kickbooti's Galley. It will be due in 3 turns after MM'ing the city to slow down growth. I tried to maximize hammers without adding any turns to our research path.
The Great Merchant will be born next turn. I also have a couple of our Workers start two more cottages. I'd like to see about 5 or 6 cottages in this city before CS comes in.
Hamburger -> No Changes. Another Axeman will be ready in 2 turns. The one after that is showing 3 turns, but I'm guessing it will only take 2 turns after the overflow. What next? Another axe or maybe a spear?
Treacle Cottage -> Started a Granary. The city will pop its borders next turn. When it does, put the scientist to work on the corn fields. When the city hits size 3, hire back the scientist. At size 4, hire another scientist. Doing this will pop us a Great Scientist in 22 turns.
Brilliant -> Food uber alles! No changes this turn. Whip the Lighthouse in 8 turns (or 16 hammers). After that, I'm thinking we should chop/whip a Forge to make future whips worth 37 hammers. This city is going to get a lot of the
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The barb Axeman outside of Hamburger moves closer to our copper mine. Our now healed (1xp) Axeman moves into position to defend the mine. The barb should attack on the IBT and die. We have a +25% hill defense bonus, plus another +25% for the barb attacking across a river.

The barb at TC decided to pillage our road rather than die. Our Warrior just fortifies. I'd rather defend in this situation.

We never answered Whomp's question about dropping off that Warrior atop the Goody Hut. I decided against it, because we would only have even odds against that barb.

But, then, look what our venturing Galley should spy! Is it possible that this might be that much fabled second isthmus?


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Balderdash -> I didn't get any feedback on the builds, so I just started Kickbooti's Galley. It will be due in 3 turns after MM'ing the city to slow down growth. I tried to maximize hammers without adding any turns to our research path.
The Great Merchant will be born next turn. I also have a couple of our Workers start two more cottages. I'd like to see about 5 or 6 cottages in this city before CS comes in.
Hamburger -> No Changes. Another Axeman will be ready in 2 turns. The one after that is showing 3 turns, but I'm guessing it will only take 2 turns after the overflow. What next? Another axe or maybe a spear?
Treacle Cottage -> Started a Granary. The city will pop its borders next turn. When it does, put the scientist to work on the corn fields. When the city hits size 3, hire back the scientist. At size 4, hire another scientist. Doing this will pop us a Great Scientist in 22 turns.
Brilliant -> Food uber alles! No changes this turn. Whip the Lighthouse in 8 turns (or 16 hammers). After that, I'm thinking we should chop/whip a Forge to make future whips worth 37 hammers. This city is going to get a lot of the
